9 research outputs found

    Static 3D Triangle Mesh Compression Overview

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    3D triangle meshes are extremely used to model discrete surfaces, and almost always represented with two tables: one for geometry and another for connectivity. While the raw size of a triangle mesh is of around 200 bits per vertex, by coding cleverly (and separately) those two distinct kinds of information it is possible to achieve compression ratios of 15:1 or more. Different techniques must be used depending on whether single-rate vs. progressive bitstreams are sought; and, in the latter case, on whether or not hierarchically nested meshes are desirable during reconstructio

    Connectivity Compression for Irregular Quadrilateral Meshes

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    Applications that require Internet access to remote 3D datasets are often limited by the storage costs of 3D models. Several compression methods are available to address these limits for objects represented by triangle meshes. Many CAD and VRML models, however, are represented as quadrilateral meshes or mixed triangle/quadrilateral meshes, and these models may also require compression. We present an algorithm for encoding the connectivity of such quadrilateral meshes, and we demonstrate that by preserving and exploiting the original quad structure, our approach achieves encodings 30 - 80% smaller than an approach based on randomly splitting quads into triangles. We present both a code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per vertex for meshes without valence-two vertices) and entropy-coding results for typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the regularity of the mesh. Our method may be implemented by a rule for a particular splitting of quads into triangles and by using the compression and decompression algorithms introduced in [Rossignac99] and [Rossignac&Szymczak99]. We also present extensions to the algorithm to compress meshes with holes and handles and meshes containing triangles and other polygons as well as quads

    Spectral compression of mesh geometry

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    Robust digital watermarking techniques for multimedia protection

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    The growing problem of the unauthorized reproduction of digital multimedia data such as movies, television broadcasts, and similar digital products has triggered worldwide efforts to identify and protect multimedia contents. Digital watermarking technology provides law enforcement officials with a forensic tool for tracing and catching pirates. Watermarking refers to the process of adding a structure called a watermark to an original data object, which includes digital images, video, audio, maps, text messages, and 3D graphics. Such a watermark can be used for several purposes including copyright protection, fingerprinting, copy protection, broadcast monitoring, data authentication, indexing, and medical safety. The proposed thesis addresses the problem of multimedia protection and consists of three parts. In the first part, we propose new image watermarking algorithms that are robust against a wide range of intentional and geometric attacks, flexible in data embedding, and computationally fast. The core idea behind our proposed watermarking schemes is to use transforms that have different properties which can effectively match various aspects of the signal's frequencies. We embed the watermark many times in all the frequencies to provide better robustness against attacks and increase the difficulty of destroying the watermark. The second part of the thesis is devoted to a joint exploitation of the geometry and topology of 3D objects and its subsequent application to 3D watermarking. The key idea consists of capturing the geometric structure of a 3D mesh in the spectral domain by computing the eigen-decomposition of the mesh Laplacian matrix. We also use the fact that the global shape features of a 3D model may be reconstructed using small low-frequency spectral coefficients. The eigen-analysis of the mesh Laplacian matrix is, however, prohibitively expensive. To lift this limitation, we first partition the 3D mesh into smaller 3D sub-meshes, and then we repeat the watermark embedding process as much as possible in the spectral coefficients of the compressed 3D sub-meshes. The visual error of the watermarked 3D model is evaluated by computing a nonlinear visual error metric between the original 3D model and the watermarked model obtained by our proposed algorithm. The third part of the thesis is devoted to video watermarking. We propose robust, hybrid scene-based MPEG video watermarking techniques based on a high-order tensor singular value decomposition of the video image sequences. The key idea behind our approaches is to use the scene change analysis to embed the watermark repeatedly in a fixed number of the intra-frames. These intra-frames are represented as 3D tensors with two dimensions in space and one dimension in time. We embed the watermark information in the singular values of these high-order tensors, which have good stability and represent the video properties. Illustration of numerical experiments with synthetic and real data are provided to demonstrate the potential and the much improved performance of the proposed algorithms in multimedia watermarking

    Mesh Compression

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    Die Kompression von Netzen ist eine weitgefächerte Forschungsrichtung mit Anwendungen in den verschiedensten Bereichen, wie zum Beispiel im Bereich der Handhabung extrem großer Modelle, beim Austausch von dreidimensionalem Inhalt über das Internet, im elektronischen Handel, als anpassungsfähige Repräsentation für Volumendatensätze usw. In dieser Arbeit wird das Verfahren der Cut-Border Machine beschrieben. Die Cut-Border Machine kodiert Netze, indem ein Teilbereich durch das Netz wächst (region growing). Kodiert wird die Art und Weise, wie neue Netzelemente dem wachsenden Teilbereich einverleibt werden. Das Verfahren der Cut-Border Machine kann sowohl auf Dreiecksnetze als auch auf Tetraedernetze angewendet werden. Trotz der einfachen Struktur des Verfahrens kann eine sehr hohe Kompressionsrate erzielt werden. Im Falle von Tetraedernetzen erreicht die Cut-Border Machine die beste Kompressionsrate von allen bekannten Verfahren. Die einfache Struktur der Cut-Border Machine ermöglicht einerseits die Realisierung direkt in Hardware und ist auch als Implementierung in Software extrem schnell. Auf der anderen Seite erlaubt die Einfachheit eine theoretische Analyse des Algorithmus. Gezeigt werden konnte, dass für ebene Triangulierungen eine leicht modifizierte Version der Cut-Border Machine lineare Laufzeiten in der Zahl der Knoten erzielt und dass die komprimierte Darstellung nur linearen Speicherbedarf benötigt, d.h. nicht mehr als fünf Bits pro Knoten. Neben der detaillierten Beschreibung der Cut-Border Machine mit mehreren Verbesserungen und Optimierungen, enthält die Arbeit eine Einführung zu Netzen und geeigneten Datenstrukturen und entwickelt mehrere Kodierungsverfahren, die im Bereich der Netzkompression Anwendung finden. Eine breite Übersicht verwandter Arbeiten gibt Einblick in des Forschungsgebiet. Weiterhin wird die Effizienz mehrerer in der Literatur beschriebener Verfahren verbessert. Insbesondere konnte die algorithmisch erzielte obere Schranke für die KodiMesh Compression is a broad research area with applications in a lot of different areas, such as the handling of very large models, the exchange of three dimensional content over the internet, electronic commerce, the flexible representation of volumetric data and so on. In this thesis the mesh compression method of the Cut-Border Machine is described. The Cut-Border Machine encodes meshes by growing a region through the mesh and encoding the way, in which the mesh elements are incorporated into the growing region. The Cut-Border Machine can be applied to triangular and tetrahedral meshes. Although the method is not too complicated, it achieves very good compression rates. In the tetrahedral case the Cut-Border Machine performs best among all known methods. The simple nature of the Cut-Border Machine allows on the one hand for a hardware implementation and performs also as software implementation extremely well. On the other hand the simplicity allows for a theoretical analysis of the Cut-Border Machine. It could be shown, that for planar triangulations a slightly modified version of the Cut-Border Machine runs in linear time in the number of vertices and that the compressed representation only consumes linear storage space, i.e. no more than five bits per vertex. Besides the detailed description of the Cut-Border Machine with several improvements and optimizations, the thesis gives an introduction to meshes and appropriate data structures, develops several coding techniques useful for mesh compression and gives a broad overview of related work. Furthermore the author improves the encoding efficiency of several other compression techniques. In particular could the algorithmically achieved upper bound for the encoding of planar triangulations be improved to ten percent above the theoretical limit, what is the best known result up to now

    Festschrift zum 60. Geburtstag von Wolfgang Strasser

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    Die vorliegende Festschrift ist Prof. Dr.-Ing. Dr.-Ing. E.h. Wolfgang Straßer zu seinem 60. Geburtstag gewidmet. Eine Reihe von Wissenschaftlern auf dem Gebiet der Computergraphik, die alle aus der "Tübinger Schule" stammen, haben - zum Teil zusammen mit ihren Schülern - Aufsätze zu dieser Schrift beigetragen. Die Beiträge reichen von der Objektrekonstruktion aus Bildmerkmalen über die physikalische Simulation bis hin zum Rendering und der Visualisierung, vom theoretisch ausgerichteten Aufsatz bis zur praktischen gegenwärtigen und zukünftigen Anwendung. Diese thematische Buntheit verdeutlicht auf anschauliche Weise die Breite und Vielfalt der Wissenschaft von der Computergraphik, wie sie am Lehrstuhl Straßer in Tübingen betrieben wird. Schon allein an der Tatsache, daß im Bereich der Computergraphik zehn Professoren an Universitäten und Fachhochschulen aus Tübingen kommen, zeigt sich der prägende Einfluß Professor Straßers auf die Computergraphiklandschaft in Deutschland. Daß sich darunter mehrere Physiker und Mathematiker befinden, die in Tübingen für dieses Fach gewonnen werden konnten, ist vor allem seinem Engagement und seiner Ausstrahlung zu verdanken. Neben der Hochachtung vor den wissenschaftlichen Leistungen von Professor Straßer hat sicherlich seine Persönlichkeit einen entscheidenden Anteil an der spontanten Bereischaft der Autoren, zu dieser Festschrift beizutragen. Mit außergewöhnlich großem persönlichen Einsatz fördert er Studenten, Doktoranden und Habilitanden, vermittelt aus seinen reichen internationalen Beziehungen Forschungskontakte und schafft so außerordentlich gute Voraussetzungen für selbständige wissenschafliche Arbeit. Die Autoren wollen mit ihrem Beitrag Wolfgang Straßer eine Freude bereiten und verbinden mit ihrem Dank den Wunsch, auch weiterhin an seinem fachlich wie menschlich reichen und bereichernden Wirken teilhaben zu dürfen

    New Techniques for the Modeling, Processing and Visualization of Surfaces and Volumes

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    With the advent of powerful 3D acquisition technology, there is a growing demand for the modeling, processing, and visualization of surfaces and volumes. The proposed methods must be efficient and robust, and they must be able to extract the essential structure of the data and to easily and quickly convey the most significant information to a human observer. Independent of the specific nature of the data, the following fundamental problems can be identified: shape reconstruction from discrete samples, data analysis, and data compression. This thesis presents several novel solutions to these problems for surfaces (Part I) and volumes (Part II). For surfaces, we adopt the well-known triangle mesh representation and develop new algorithms for discrete curvature estimation,detection of feature lines, and line-art rendering (Chapter 3), for connectivity encoding (Chapter 4), and for topology preserving compression of 2D vector fields (Chapter 5). For volumes, that are often given as discrete samples, we base our approach for reconstruction and visualization on the use of new trivariate spline spaces on a certain tetrahedral partition. We study the properties of the new spline spaces (Chapter 7) and present efficient algorithms for reconstruction and visualization by iso-surface rendering for both, regularly (Chapter 8) and irregularly (Chapter 9) distributed data samples

    Mesh collapse compression

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    Efficiently encoding the topology of triangular meshes has recently been the subject of intense study and many representations have been proposed. The sudden interest in this area is fueled by the emerging demand for transmitting 3D data sets over the Internet (e.g. VRML). Since transmission bandwidth is a scarce resource, compact encodings for 3D models are of great advantage. In this work we present novel algorithms for encoding the topology of triangular and quadrilateral meshes. Our encoding algorithms are based on the edge contract operation, which has been used extensively in the area of mesh simplification, but not for efficient mesh topology compression. Furthermore we present a simpler decoding algorithm for Edgebreaker encoded triangle meshes.Science, Faculty ofComputer Science, Department ofGraduat

    Mesh Collapse Compression

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    We present a novel algorithm for encoding the topology of triangular meshes. A sequence of edge contract and divide operations collapses the entire mesh into a single vertex. This implicitly creates a tree with weighted edges. The weights are vertex degrees and capture the topology of the unlabeled mesh. The nodes are vertices and capture the labeling of the mesh. This weighted-edge tree has a very compact encoding
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